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Turret damage: Difference between revisions

From EVE University Wiki
m Minor polish, rephrasings and clarifictions
m Minor clarifications
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DPS stands for Damage Per Second. This number is calculated from the average damage per hit that you do (if your hit chance is 100%) divided by the turrets rate of fire (ROF). The fitting window in the game will show you your DPS from turrets, drones and missiles respectively.
DPS stands for Damage Per Second. This number is calculated from the average damage per hit that you do (if your hit chance is 100%) divided by the turrets rate of fire (ROF). The fitting window in the game will show you your DPS from turrets, drones and missiles respectively.


==Average Damage==
==Randomness of damage==
The damage from turrets always have a random factor in it, this is is built into the game and can't be avoided. Under ideal conditions, when your hit chance is 100%, the damage done by your turrets will be inside an interval of 50% to 150% of your average damage (your targets resistance will reduce the damage done too). However, things are different when your hit chance decreases. Not only will you have a chance to miss your target, which means no damage done. But also, the damage interval will change as well. That interval is actually from 50% but only up to (50% + hit chance). So if your hit chance is 70%, not only will you miss a few shots, the shots that do hit are now in the damage interval of 50% to 120%. There are thus two simultenous factors that reduce your damge when your chance to hit goes down. (This description has two tiny intentional errors in it that were used to help explain this concept more easily: the first error is that the damage interval is spread around what is known as base damage, the second error is that the percent interval only has 99 units, more details can be found in the second part below).
The damage from turrets always have a random factor in it, this is is built into the game and can't be avoided. Under ideal conditions, when your hit chance is 100%, the damage done by your turrets will be inside an interval of 50% to 150% of your average damage (your targets resistance will reduce the damage done too). However, things are different when your hit chance decreases. Not only will you have a chance to miss your target, which means no damage done. But also, the damage interval will change as well. That interval is actually from 50% but only up to (50% + hit chance). So if your hit chance is 70%, not only will you miss a few shots, the shots that do hit are now in the damage interval of 50% to 120%. There are thus two simultenous factors that reduce your damge when your chance to hit goes down. (This description has two tiny intentional errors in it that were used to help explain this concept more easily: the first error is that the damage interval is spread around what is known as base damage, the second error is that the percent interval only has 99 units, more details can be found in the second part below).


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Example 1: A battleship (400m resolution on guns) fires on a frigate (40m radius). Target size divided by gun size gives us 40m / 400m = 0.1, or 10%. So the guns can only use one tenth of their listed tracking against a target that small, and large guns have pretty bad tracking to start with.
Example 1: A battleship (400m resolution on guns) fires on a frigate (40m radius). Target size divided by gun size gives us 40m / 400m = 0.1, or 10%. So the guns can only use one tenth of their listed tracking against a target that small, and large guns have pretty bad tracking to start with.


Example 2: An Incursus (44m size) and a Rifter (35m size) both uses small guns (40m resolution) (also assumed that both are armor tanked, since shield tanks will increase size). That means that the incursus is (44m / 40m = 1.1 or 110%) 10% easier to track than the listed tracking value of on small guns. While the rifter is (35m / 40m = 0.875 or 87.5%) 12.5% harder to track than the listed tracking value of small guns. This is only a minor factor, the fittings and the pilots experience will be much more important than this differance.
Example 2: An Incursus (44m size) and a Rifter (35m size) both uses small guns (40m resolution) (also assumed that both are armor tanked, since shield tanks will increase size). That means that the incursus is (44m / 40m = 1.1 or 110%) 10% easier to track than the listed tracking value on small guns. While the rifter is (35m / 40m = 0.875 or 87.5%) 12.5% harder to track than the listed tracking value on small guns.


Example 3: An Incursion Machariel with three T2 Tracking Enhancers and T2 large autocannons have a tracking value of 0.067rad/sec. While shooting at a Sansha frigate (49m size), its effective tracking value is only 49m / 400m = 0.1225 or 12% of the stated one, 0.067rad/sec x 0.1225 = 0.0082rad/sec. A typical Sansha frigate orbits at 14km at roughly 500m/s, that corresponds to an angular velocity of 500m/s / 14000m = 0.036rad/sec. Although this is half of the listed tracking value, it is actually over 4 times higher than the Machariels effective tracking value against such a small target, so it becomes nearly impossible to hit it. Liberal use of webs will make things much easier.
Example 3: An Incursion Machariel with three T2 Tracking Enhancers and T2 large autocannons have a tracking value of 0.067rad/sec. While shooting at a Sansha frigate (49m size), its effective tracking value is only 49m / 400m = 0.1225 or 12% of the stated one, 0.067rad/sec x 0.1225 = 0.0082rad/sec. A typical Sansha frigate orbits at 14km at roughly 500m/s, that corresponds to an angular velocity of 500m/s / 14000m = 0.036rad/sec. Although this is half of the listed tracking value, it is actually over 4 times higher than the Machariels effective tracking value against such a small target, so it becomes nearly impossible to hit it. Liberal use of webs will make things much easier.